Thank you so much for the feedback, Satinel!
I completely agree with the points you raised, and I’d like to clarify a few things:
I made the pterodactyl follow the character's height because, as you mentioned, I wanted the player to use the attack button rather than simply jumping over it. This was a workaround, as I didn’t have a suitable asset to serve as a proper "enemy" obstacle at the time. Since I needed a tall obstacle to make the mechanic work, I chose to use what was already available instead of purchasing or searching for a new one for the initial release.
The same logic applies to the slide mechanic. I didn’t have an appropriate asset for an obstacle that players could slide under, so improving this aspect will require finding or creating new assets to enhance gameplay. I completely agree that this is an area for improvement!
As for the PC keybindings, I could definitely make them better. Assigning the spacebar for jumping and finding a more intuitive key for attacking would make a lot of sense. Since this game was primarily designed for mobile, I focused more on optimizing the mobile experience, which is why the PC controls might feel less refined.
Thank you again for taking the time to play the game and for providing such helpful and constructive feedback, I really appreciate it!